I understand the impact of rendering every millisecond..
TestAnimationClock #drawOn: aCanvas I have to dig in a bit more.. is the issue here.. not NB/ VGTigerDemo. Normally all of Morphic rendering is I presume , premised on the invocation of this method recursively on all submorphs till all of them are rendered.. for all morphs on screen. TestAnimationClockPanel: Also I have a similar override.. and it does not give me any overhead.. though all it has is one Text.. string. Why should only Clock have such an overhead.. : is because of calculating the hour/minute/hand vector .. ? Will dig in more and try to understand this for optimizations. ********** PS: I am not using the startStepping / stop.. mechanism as yet in these.. Maybe I am naive.. about presuming.. On Wed, Sep 5, 2012 at 3:36 AM, Igor Stasenko <[email protected]> wrote: > On 4 September 2012 16:18, S Krish <[email protected]> > wrote: > > As an screenshot should explain it better.. > > > > This is now pushing the CPU to 66 - 90%+ almost all the time.. and as the > > top hogger of CPU constantly.. > > > hmm, what did you expected there? Cairo uses CPU for rendering. It is > faster than balloon, must faster > but sure thing if you run animation which renders new frame as soon as > it finished previous one, > it will consume full available CPU resources. > > > > Not having VGTigerDemo does not alter it much.. so its not NativeBoost at > > fault per se.. > > > > Kill the clock and the VGTiger it comes down to a nice 4% CPU > > > > > > > > On Tue, Sep 4, 2012 at 7:08 PM, S Krish < > [email protected]> > > wrote: > >> > >> > >> > >> If we override #drawOn: and implement custom logic to draw.. every few > >> milliseconds as it gets called the CPU usage shoots to available max.. > >> > >> Run four instances of the same class that overrides and does some > >> moderately complex draw routine of say : CircleMorph with border set, > few > >> lines, color rendering.. > >> > >> I will send in the .st file later .. that can be tested against.. > >> > >> > >> Is this expected or what are the ways to avoid this CPU overhead... > >> > >> > >> NativeBoost animation, far more responsive.. also goes up very > similarly. > >> but little more tolerable... VGTigerMorph... more so than FlakesDemo... > >> > >> > >> > > > > > > -- > Best regards, > Igor Stasenko. > >
